diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/basepresence.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/basepresence.cpp')
| -rw-r--r-- | mp/src/game/client/basepresence.cpp | 188 |
1 files changed, 94 insertions, 94 deletions
diff --git a/mp/src/game/client/basepresence.cpp b/mp/src/game/client/basepresence.cpp index 4c23e9d2..ce4c7c7b 100644 --- a/mp/src/game/client/basepresence.cpp +++ b/mp/src/game/client/basepresence.cpp @@ -1,94 +1,94 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base presence implementation for PC
-//
-//=====================================================================================//
-
-#include "cbase.h"
-#include "basepresence.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// Default global singleton. Mods should override this.
-static CBasePresence s_basePresence;
-IPresence *presence = NULL;
-
-//-----------------------------------------------------------------------------
-// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now.
-//-----------------------------------------------------------------------------
-bool CBasePresence::Init( void )
-{
- if ( !presence )
- {
- // Mod didn't override, default to base implementation
- presence = &s_basePresence;
- }
- return true;
-}
-void CBasePresence::Shutdown( void )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::Update( float frametime )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
-{
- // TODO: Implement for PC
-}
-unsigned int CBasePresence::GetPresenceID( const char *pIDName )
-{
- return 0;
-}
-const char *CBasePresence::GetPropertyIdString( const uint id )
-{
- return NULL;
-}
-void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
-{
-}
-void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
-{
-}
-void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
-{
-}
-void CBasePresence::UploadStats()
-{
-}
-
-//---------------------------------------------------------
-// Debug support
-//---------------------------------------------------------
-void CBasePresence::DebugUserSetContext( const CCommand &args )
-{
- if ( args.ArgC() == 3 )
- {
- UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
- }
- else
- {
- Warning( "user_context <context id> <context value>\n" );
- }
-}
-void CBasePresence::DebugUserSetProperty( const CCommand &args )
-{
- if ( args.ArgC() == 3 )
- {
- UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) );
- }
- else
- {
- Warning( "user_property <property id> <property value>\n" );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base presence implementation for PC +// +//=====================================================================================// + +#include "cbase.h" +#include "basepresence.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// Default global singleton. Mods should override this. +static CBasePresence s_basePresence; +IPresence *presence = NULL; + +//----------------------------------------------------------------------------- +// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now. +//----------------------------------------------------------------------------- +bool CBasePresence::Init( void ) +{ + if ( !presence ) + { + // Mod didn't override, default to base implementation + presence = &s_basePresence; + } + return true; +} +void CBasePresence::Shutdown( void ) +{ + // TODO: Implement for PC +} +void CBasePresence::Update( float frametime ) +{ + // TODO: Implement for PC +} +void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync ) +{ + // TODO: Implement for PC +} +void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync ) +{ + // TODO: Implement for PC +} +void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) +{ + // TODO: Implement for PC +} +unsigned int CBasePresence::GetPresenceID( const char *pIDName ) +{ + return 0; +} +const char *CBasePresence::GetPropertyIdString( const uint id ) +{ + return NULL; +} +void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) +{ +} +void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated ) +{ +} +void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType ) +{ +} +void CBasePresence::UploadStats() +{ +} + +//--------------------------------------------------------- +// Debug support +//--------------------------------------------------------- +void CBasePresence::DebugUserSetContext( const CCommand &args ) +{ + if ( args.ArgC() == 3 ) + { + UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) ); + } + else + { + Warning( "user_context <context id> <context value>\n" ); + } +} +void CBasePresence::DebugUserSetProperty( const CCommand &args ) +{ + if ( args.ArgC() == 3 ) + { + UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) ); + } + else + { + Warning( "user_property <property id> <property value>\n" ); + } +} |